/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// quakedef.h -- primary header for client

//#define	GLTEST					// experimental stuff

#define	QUAKE_GAME					// as opposed to utilities

#define	VERSION				1.09
#define	GLQUAKE_VERSION		1.00
#define	D3DQUAKE_VERSION	0.01
#define	WINQUAKE_VERSION	0.996
#define	LINUX_VERSION		1.30
#define	X11_VERSION			1.10
#define MACOSX_VERSION		1.10

static const float kQuakePlusPlusVersion = 0.01;

//define	PARANOID				// speed sapping error checking

#ifdef QUAKE2
#define	GAMENAME		"id1"			// directory to look in by default
#else
#define	GAMENAME		"id1"
#endif

#include <math.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <setjmp.h>

#define	VID_LockBuffer()
#define	VID_UnlockBuffer()

#if defined __i386__ && !(defined(__APPLE__) || defined(MACOSX)) // && !defined __sun__
#define id386			1
#else
#define id386			0
#endif

#if id386
#define UNALIGNED_OK		1			// set to 0 if unaligned accesses are not supported
#else
#define UNALIGNED_OK		0
#endif

// !!! if this is changed, it must be changed in d_ifacea.h too !!!
#define CACHE_SIZE		32			// used to align key data structures

#define UNUSED(x)		(x = x)			// for pesky compiler / lint warnings

#define	MINIMUM_MEMORY		0x550000
#define	MINIMUM_MEMORY_LEVELPAK	(MINIMUM_MEMORY + 0x100000)

#define MAX_NUM_ARGVS		50

// up / down
#define	PITCH			0

// left / right
#define	YAW			1

// fall over
#define	ROLL			2


#define	MAX_QPATH		64			// max length of a quake game pathname
#define	MAX_OSPATH		128			// max length of a filesystem pathname

#define	ON_EPSILON		0.1			// point on plane side epsilon

#define	MAX_MSGLEN		8000			// max length of a reliable message
#define	MAX_DATAGRAM		1024			// max length of unreliable message

//
// per-level limits
//
#define	MAX_EDICTS		600			// FIXME: ouch! ouch! ouch!
#define	MAX_LIGHTSTYLES	64
#define	MAX_MODELS		256			// these are sent over the net as bytes
#define	MAX_SOUNDS		256			// so they cannot be blindly increased

#define	SAVEGAME_COMMENT_LENGTH	39

#define	MAX_STYLESTRING		64

//
// stats are integers communicated to the client by the server
//
#define	MAX_CL_STATS		32
#define	STAT_HEALTH		0
#define	STAT_FRAGS		1
#define	STAT_WEAPON		2
#define	STAT_AMMO		3
#define	STAT_ARMOR		4
#define	STAT_WEAPONFRAME	5
#define	STAT_SHELLS		6
#define	STAT_NAILS		7
#define	STAT_ROCKETS		8
#define	STAT_CELLS		9
#define	STAT_ACTIVEWEAPON	10
#define	STAT_TOTALSECRETS	11
#define	STAT_TOTALMONSTERS	12
#define	STAT_SECRETS		13			// bumped on client side by svc_foundsecret
#define	STAT_MONSTERS		14			// bumped by svc_killedmonster

// stock defines

#define	IT_SHOTGUN		1
#define	IT_SUPER_SHOTGUN	2
#define	IT_NAILGUN		4
#define	IT_SUPER_NAILGUN	8
#define	IT_GRENADE_LAUNCHER	16
#define	IT_ROCKET_LAUNCHER	32
#define	IT_LIGHTNING		64
#define IT_SUPER_LIGHTNING      128
#define IT_SHELLS               256
#define IT_NAILS                512
#define IT_ROCKETS              1024
#define IT_CELLS                2048
#define IT_AXE                  4096
#define IT_ARMOR1               8192
#define IT_ARMOR2               16384
#define IT_ARMOR3               32768
#define IT_SUPERHEALTH          65536
#define IT_KEY1                 131072
#define IT_KEY2                 262144
#define	IT_INVISIBILITY		524288
#define	IT_INVULNERABILITY	1048576
#define	IT_SUIT			2097152
#define	IT_QUAD			4194304
#define IT_SIGIL1               (1<<28)
#define IT_SIGIL2               (1<<29)
#define IT_SIGIL3               (1<<30)
#define IT_SIGIL4               (1<<31)

//===========================================
//rogue changed and added defines

#define RIT_SHELLS              128
#define RIT_NAILS               256
#define RIT_ROCKETS             512
#define RIT_CELLS               1024
#define RIT_AXE                 2048
#define RIT_LAVA_NAILGUN        4096
#define RIT_LAVA_SUPER_NAILGUN  8192
#define RIT_MULTI_GRENADE       16384
#define RIT_MULTI_ROCKET        32768
#define RIT_PLASMA_GUN          65536
#define RIT_ARMOR1              8388608
#define RIT_ARMOR2              16777216
#define RIT_ARMOR3              33554432
#define RIT_LAVA_NAILS          67108864
#define RIT_PLASMA_AMMO         134217728
#define RIT_MULTI_ROCKETS       268435456
#define RIT_SHIELD              536870912
#define RIT_ANTIGRAV            1073741824
#define RIT_SUPERHEALTH         2147483648

//MED 01/04/97 added hipnotic defines
//===========================================
//hipnotic added defines
#define HIT_PROXIMITY_GUN_BIT	16
#define HIT_MJOLNIR_BIT		7
#define HIT_LASER_CANNON_BIT	23
#define HIT_PROXIMITY_GUN	(1<<HIT_PROXIMITY_GUN_BIT)
#define HIT_MJOLNIR		(1<<HIT_MJOLNIR_BIT)
#define HIT_LASER_CANNON	(1<<HIT_LASER_CANNON_BIT)
#define HIT_WETSUIT		(1<<(23+2))
#define HIT_EMPATHY_SHIELDS	(1<<(23+3))

//===========================================

#define	MAX_SCOREBOARD		16
#define	MAX_SCOREBOARDNAME	32

#define	SOUND_CHANNELS		8

// This makes anyone on id's net privileged
// Use for multiplayer testing only - VERY dangerous!!!
// #define IDGODS

#include "common.h"
#include "bspfile.h"
#include "vid.h"
#include "sys.h"
#include "zone.h"
#include "mathlib.h"

typedef struct
{
	vec3_t		origin;
	vec3_t		angles;
	int		modelindex;
	int		frame;
	int		colormap;
	int		skin;
	int		effects;
} entity_state_t;


#include "wad.h"
#include "draw.h"
#include "cvar.h"
#include "screen.h"
#include "net.h"
#include "protocol.h"
#include "cmd.h"
#include "sbar.h"
#include "sound.h"
#include "render.h"
#include "client.h"
#include "progs.h"
#include "server.h"

#include "gl_model.h"

#include "input.h"
#include "world.h"
#include "keys.h"
#include "console.h"
#include "view.h"
#include "menu.h"
#include "crc.h"
#include "cdaudio.h"

#include "glquake.h"

//=============================================================================

// the host system specifies the base of the directory tree, the
// command line parms passed to the program, and the amount of memory
// available for the program to use

typedef struct
{
	char		*basedir;
	char		*cachedir;			// for development over ISDN lines
	int		argc;
	char		**argv;
	void		*membase;
	int		memsize;
} quakeparms_t;


//=============================================================================



extern bool noclip_anglehack;


//
// host
//
extern	quakeparms_t host_parms;

extern	cvar_t		sys_ticrate;
extern	cvar_t		sys_nostdout;
extern	cvar_t		developer;

extern	bool	host_initialized;		// true if into command execution
extern	double		host_frametime;
extern	byte		*host_basepal;
extern	byte		*host_colormap;
extern	int		host_framecount;		// incremented every frame, never reset
extern	double		realtime;			// not bounded in any way, changed at
							// start of every frame, never reset

void Host_ClearMemory (void);
void Host_ServerFrame (void);
void Host_InitCommands (void);
void Host_Init (quakeparms_t *parms);
void Host_Shutdown(void);
void Host_Error (char *error, ...);
void Host_EndGame (char *message, ...);
void Host_Frame (float time);
void Host_Quit_f (void);
void Host_ClientCommands (char *fmt, ...);
void Host_ShutdownServer (bool crash);

extern bool		msg_suppress_1;			// suppresses resolution and cache size console output
                                                        //  an fullscreen DIB focus gain/loss
extern int		current_skill;			// skill level for currently loaded level (in case
                                                        //  the user changes the cvar while the level is
							//  running, this reflects the level actually in use)

extern bool		isDedicated;

extern int		minimum_memory;

//
// chase
//
extern	cvar_t	chase_active;

void Chase_Init (void);
void Chase_Reset (void);
void Chase_Update (void);
